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Academic Games Are No Fun

Ponca City, We Love You writes "Academics have been flocking to use virtual worlds and multiplayer games as ways to research everything from economics to epidemiology and turn these environments into educational tools. A game called Arden, the World of Shakespeare, funded with a $250,000 MacArthur Foundation grant and developed at Indiana University was supposed to test economic theories by manipulating the rules of the game. There's only one problem. "It's no fun, " says Edward Castronova, Arden's creator and an associate professor of telecommunications at the university. "You need puzzles and monsters," he says, "or people won't want to play ... Since what I really need is a world with lots of players in it for me to run experiments on, I decided I needed a completely different approach." Part of the problem is it costs a lot to build a new multiplayer game. While his grant was large for the field of humanities, it was a drop in the bucket compared with the roughly $75 million that goes into developing something on the scale of World of Warcraft. Castronova is releasing Arden to the public as is and says his experience should serve as a warning for other academics. "What we've really learned is, you've got to start with a game first," Castronova says. "You just have to." The new version is titled Arden II: London Burning."

159 comments

  1. Why use money? by suso · · Score: 4, Insightful

    If there is one thing I've seen on The Linux Games Tome, its that it only takes a few people to build a MMORPG. If anything, they should just use the quarter of a million to mobilize some open source programmers around a game that is open source.

    1. Re:Why use money? by Anonymous Coward · · Score: 0

      First thing I said. But there's people who wouldn't use open source methods if it was the only cure to cancer and they were riddled with tumors. Brainwashed zombies.

    2. Re:Why use money? by gEvil+(beta) · · Score: 1

      First thing I said. But there's people who wouldn't use open source methods if it was the only cure to cancer and they were riddled with tumors. Brainwashed zombies.

      Of course not. Everyone knows that everything open source is viral...And viral is bad, mmmkay?

      --
      This guy's the limit!
    3. Re:Why use money? by Anonymous Coward · · Score: 0

      the fundamental problem simulating real world economics in virtual reality is the fact that in real life ONE NEED TO INTAKE FOOD AND ENERGY CONSTANTLY OR DIE whereas in virtual worlds one can stop playing and forget it with no emotional pain

    4. Re:Why use money? by GWBasic · · Score: 1

      If there is one thing I've seen on The Linux Games Tome, its that it only takes a few people to build a MMORPG. If anything, they should just use the quarter of a million to mobilize some open source programmers around a game that is open source.

      I think World of Warcraft has something like 64,000 objectives within the game.

  2. Oregon Trail was fun! by hanssprudel · · Score: 4, Funny

    I still know when you can ford a river in covered wagon and how to die of cholera.

    1. Re:Oregon Trail was fun! by jellomizer · · Score: 1

      Unless more fun games are available. I remember having Oregon Tail and it was played a lot unless there was a normal video game available. Then that was played.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    2. Re:Oregon Trail was fun! by CRCulver · · Score: 2

      At my elementary school, Oregon Trail faded as Bolo became more widely-known. If the developers of Oregon Trail had made a network-ready version where you could descend on other people's caravans, slaughter the inhabitants, and take their goods, sending the player back to Missouri, they would have been more successful.

    3. Re:Oregon Trail was fun! by Firethorn · · Score: 1

      I remember that game...

      Honestly, I'm surprised my settlers didn't get scurvy from all the meat they were eating.

      --
      I don't read AC A human right
    4. Re:Oregon Trail was fun! by carleton · · Score: 1

      Maybe they were eating it mostly raw? (See comment in wikipedia on why people living way up north tend not to suffer from scurvy despite animal-product heavy diets) Of maybe that was just all the wild fruit you stopped and picked.

    5. Re:Oregon Trail was fun! by krazytekn0 · · Score: 1

      "Mary got Tuberculosis!" AWESOME! Freakin Mary's been eating all the beans since we left!

      --
      Not all life is cyber. Extra Income
    6. Re:Oregon Trail was fun! by PriceIke · · Score: 1

      LOL .. I can just hear my teammates on Vent flapping their hands in front of their mouths (producing that silly indian warcry o-bo-bo-bo-bo-bo-bo-bo-bo-bo) as they trash a 4th grade class's little education trek.

      --
      It's not a lie. It's the truth with lossy compression.
    7. Re:Oregon Trail was fun! by jordyhoyt · · Score: 1

      yeah and i can already hear the cries of "NERF BANKERS!" and "That's totally farmer gear"

  3. Everything old is new again. by halcyon1234 · · Score: 4, Informative

    Didn't we just have this discussion in June?

    1. Re:Everything old is new again. by Kintar1900 · · Score: 1, Funny

      Didn't we just have this comment yesterday?

    2. Re:Everything old is new again. by halcyon1234 · · Score: 1, Funny

      Not until tomorrow.

  4. Requires Neverwinter Nights by snarfies · · Score: 4, Insightful

    I see Arden is just yet another module for Neverwinter Nights. And so long as I need to have THAT installed to play Arden, why don't I just, like, put on my robe and wizard hat and play the main campaign? Of COURSE people don't want your module - you've lashed it to something that's far more compelling.

    1. Re:Requires Neverwinter Nights by panda · · Score: 1

      Yep, exactly.

      They were a couple years too late in doing this project if they're going to base it on NWN. From my experience playing NWN online, I'd say that the online population of players for that game hit its peak in 2005 or so.

      Many players have moved on to other games, and most of those who remain are fairly dedicated players of the servers where they do play and have been playing. Most won't bother to try out a new server unless it has something more than Castronova's name going for it.

      Plus, I think it is kind of a no-brainer to suggest that a game should be fun. Um, why do we play games in the first place?

      I just recently (last month) quit playing NWN because 1. my gaming computer is exhibiting signs of having a short, 2. I have other things that I should be doing instead, and 3. it just wasn't that much fun any more.

      --
      Just be sure to wear the gold uniform when you beam down -- you know what happens when you wear the red one.
    2. Re:Requires Neverwinter Nights by amrust · · Score: 1

      Exactly.

      And at the least, couldn't they maybe have based it on something like Oblivion, as a mod package?

      --
      VOTE!
    3. Re:Requires Neverwinter Nights by Anonymous Coward · · Score: 0

      I really don't see the reasoning here. Tons of people have downloaded modules or played online because they have completed the OC and are looking for more gameplay. People look for other things to play on the NWN platform besides the OC -- this is a pretty standard expectation in the NWN community. By your reasoning, no one would ever play the community content because of the distraction of the OC -- something which is demonstrably false. http://nwvault.ign.com/index2.shtml

      I would say the problem is not so much that the NWN platform is used; rather, that the module that's been built simply isn't fun/entertaining/good, etc. They don't need to have monsters/dungeons necessarily, but they do need something that's going to engage players -- sounds like they simply missed offering some sort of hook or gameplay mechanic to keep players busy/entertained.

      Heed.

    4. Re:Requires Neverwinter Nights by geminidomino · · Score: 1

      And at the least, couldn't they maybe have based it on something like Oblivion, as a mod package? No. Despite the fact that TES IV takes on the worst qualities of MMOs, it is not, in fact, a mulitplayer game.
    5. Re:Requires Neverwinter Nights by WWWWolf · · Score: 1

      I see Arden is just yet another module for Neverwinter Nights. And so long as I need to have THAT installed to play Arden, why don't I just, like, put on my robe and wizard hat and play the main campaign?

      Maybe because the NWN single-player campaign was pretty weak, and in its heigh NWN had bazillion really amazing online game worlds (don't know if they're still around, I haven't touched them for a while)? For most part, NWN was all about user-created mods; they only mastered their own tools afterwards with SoU, HotU and the premium modules =)

      That said, the big problem with Arden seems to be that they're not open and public. The most successful servers showed up in game browser. Servers with passwords or those that don't appear in GameSpy list at all just didn't get the same amount of attention...

  5. Shoulda learned from real MMORPGs by faloi · · Score: 3, Insightful

    World of Warcraft is the biggest name out there precisely because it is fun for a lot of people with multiple playing styles. How many games that either weren't fun at all, or only fun for a small subset of a potential player base have gone by the wayside in recent years? There's still something to be said about gabbing a niche for a player base, but the game has to be fun to attract enough people to keep it going. Once the game stops being fun, the only thing to keep it going is the sense of community with the people you're playing with. Once that's gone, people move on.

    --
    "It is a miracle that curiosity survives formal education." -Albert Einstein
    1. Re:Shoulda learned from real MMORPGs by EastCoastSurfer · · Score: 1

      I found WoW boring, but have enjoyed DAoC and Eve in the past. Go figure.

    2. Re:Shoulda learned from real MMORPGs by morari · · Score: 1

      World of Warcraft is the biggest name out there precisely because it is fun for a lot of people with multiple playing styles. Grinding with an ax wielding warrior or grinding with a magic user?
      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    3. Re:Shoulda learned from real MMORPGs by Dragonslicer · · Score: 1

      How long did Mr. T and Captain Kirk have to grind?

    4. Re:Shoulda learned from real MMORPGs by SL+Baur · · Score: 1

      World of Warcraft is the biggest name out there precisely because it is fun for a lot of people with multiple playing styles. Grinding with an ax wielding warrior or grinding with a magic user? No, but I've grinded with an ax wielding shaman and you completely miss the point.

      For the record, the most unfun part of the game right now are all the idiots who chat in /trade.
    5. Re:Shoulda learned from real MMORPGs by Arterion · · Score: 1

      Indeed. WoW is sortof the lowest common denominator. What WoW does have is a programming interface and really well put-together graphics. I think both have been key to its success. I really like playing DAoC years ago, but I tried a few months back, and it ran rather poorly (on a much more powerful computer). Maybe it was something on my end.

      --
      "That which does not kill us makes us stranger." -Trevor Goodchild
  6. Perfect Competition by Skiboo · · Score: 2

    Perfect Competition is a game that seems to have similar goals, but I guess it must be fun enough for at least a few people to play. It wasn't really my thing but it is a business/economics sim that is quite active. From their site: Players can establish companies, run a hedge fund, direct a company as the chairperson, recruit and dismiss staff, choose markets, set up business units (shops, factories, oil rigs, mines, livestock farms, crop farms, logging camps), deal with suppliers, decide on locations and transport, manage production, pay wages, set prices, innovate and differentiate products, carry out R&D, patent intellectual property, advertise, build brands, sell products, sell services, buy and sell land, invest in real estate, borrow and lend through company bonds, issue shares, invest in shares for dividends, speculate in shares for capital gains, acquire and merge companies, execute hostile takeovers, create horizontal and vertical business conglomerates, buy market research, analyse balance sheets and profit and loss statements, monitor cash flow, examine financial ratios, view economic statistics, and base business decisions on the economy of the game: interest rates, inflation, commodity supply shocks, and more. It is the most comprehensive, realistic and popular business simulation.

    1. Re:Perfect Competition by Kirth · · Score: 1

      Well, the fun part isn't replicating the real world, but to change the rules. And I doubt you can implement a monetary system with negative inflation in that game.

      Things like this were done in a live-roleplaying game: Money made out of clay (Adobe, so to say): It would crumbe with time, making for an automatic deflation. People tried to get rid of money as fast as possible...

      --
      "The more prohibitions there are, The poorer the people will be" -- Lao Tse
    2. Re:Perfect Competition by Boronx · · Score: 1

      Money that is both deflationary and causes people to try to get rid of it as fast as possible is pretty neat.

  7. Oh yea... Fun! by FredDC · · Score: 4, Interesting

    to test economic theories by manipulating the rules of the game

    Have you thought this through? Whenever a regular MMO changes it's rules, an almost instant flamewar commences and many people leave the game.

    If you want people to play your game, and keep playing your game, you will not be able to simply change the rules to test some theory of yours concerning economics... No, you'll have to be busy keeping people interested, and not randomly changing the rules is one aspect of that!

    It's a great idea, I give you that, but it's simply not feasible for real...
    --
    09 f9 11 02 9d 74 e3 5b d8 41 56 c5 63
    1. Re:Oh yea... Fun! by tttonyyy · · Score: 1

      If you want people to play your game, and keep playing your game, you will not be able to simply change the rules to test some theory of yours concerning economics... No, you'll have to be busy keeping people interested, and not randomly changing the rules is one aspect of that!

      It's a great idea, I give you that, but it's simply not feasible for real... Don't be daft - people love economic rule changes.

      By the way, I've changed the rules to add a my-reading-your-post tax, which incurs a two cent administrative fee per word. Thus you owe me $1.78, which exponentially increases if there are replies to this (and possibly other) thread(s) unless a) they are moderated Insightful b) Jupiter's third moon aligns with the rhombus of Capricorn. On a Tuesday.*

      *Rules subject to change at my discretion and with no notice. It'll be more fun than crack cocaine, honest.
      --
      biopowered.co.uk - catalytically cracking triglycerides for home automotive use since 2008. Just say no to big oil!
    2. Re:Oh yea... Fun! by EastCoastSurfer · · Score: 1

      What you miss is that the rules are already constantly changing, or in reality being discovered. When a game is released people go and play without much attention to all of the rules. At time goes on, combinations of certain abilities (rules) are found to be more powerful than others so people flock to those. When those combinations are 'balanced' people then flock to other combinations which are more powerful. What's interesting to me is how quickly a population of gamers can discover the optimal set of abilities based on the current ruleset. It's like watching the theory of capitalist economics at work on a small scale.

    3. Re:Oh yea... Fun! by Firethorn · · Score: 1

      not randomly changing the rules is one aspect of that!

      But doesn't this effectively happen often enough in the star wars MMORPG, even WoW and EVE?

      I'm not convinced that the scientists wouldn't be less than current games. After all, it'd be deliberately introduced by the scientists to test a theory and make measurements. Scientists who're probably looking for more subtle results, and not some semi-mythical 'game balance'.

      It could even be things as subtle as changing the federal discount rate by a tenth of a percent. Changing a drop frequency can have drastic effects on it's average value at auction.

      --
      I don't read AC A human right
    4. Re:Oh yea... Fun! by siriuskase · · Score: 1

      Rule changes bother many people, but they give fast learners an edge. Good game deveropers know that and are careful not to drive away more people than they keep. Not all changes are fun for everyone, but an unchanging game gets boring for others. But, no one likes to be jerked around with no return of entertainment value.

      It might be better for the professor to use his grant money to study games that already exist and have been around for years. Most games have in game economies, but many have interactions with the real world. Is it better for the game for players to buy gold on ebay (a black market), or directly from the development company as in Puzzlepirates?

      --
      If you must moderate, please moderate as irrelevent, not something bad, because I'm sure someone will find this interest
    5. Re:Oh yea... Fun! by ps236 · · Score: 1

      If it was done properly, I don't think it would be a problem except for the people who just want to power-play. As long as this was publicised beforehand. Eg, if one week it was announced that banks would lend you up to the value of your property at 0% interest. What's the problem with that, and it would be an interesting economics experiment. Or, if someone discovered a new gold-field, or goblins started up a new 'uber-sword' factory so the market got flooded with those or whatever.

  8. Word blaster? by Anonymous Coward · · Score: 0

    I don't know to what degree Word Blaster could be considered academic, but it was fun trying to spell out words by blasting away at the appropriate letters. (And then you had to race the timer and avoid things trying to blow you up.) However I haven't seen that one since the 2600 went in storage... Also how would something simple-stupid like that translate in comparison to modern games?

    Also there's some neat game called Armadillo Run that seemed to explore some basic concepts of physics and problem solving. Haven't tried it just yet (too many other distractions eating at my time as it is), but some of the YouTube vids are entertaining enough.

    1. Re:Word blaster? by porcupine8 · · Score: 1

      You obviously didn't even read the summary. They're not talking about educational games - they're talking about games created by academics in the hopes that once people start playing, they can test out theories on the people/virtual world.

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
  9. Things need correct focus by archen · · Score: 3, Interesting

    Acedemic games no fun? That's because the focus is WRONG. Games are meant to be fun or entertaining: that must always come first. Same thing with Christian metal bands. If you focus on the message first and not the music, people aren't going to bother even listening because the music is sub par. There are more examples I could go on and on about, but simply put most educational games are misguided because that's the nature of acedemic games. I mean who is going to fund an educational game where only 5-10% vaguely seems educational? But that's what is required.

    Actually I don't even think it's that hard to come up with educational games. For instance I can identify every kind of ship in the Star Wars universe and I don't even LIKE Star Wars. Why? Because when playing Tie Fighter it's just secondary knowledge that you picked up. I took a class in college where the class worked on an academic game, and it had potential. It took place in the old west and kids were meant to do various things. Now you aren't going to be able to quiz kids every 30 seconds, but you can easily drop in things that are somewhat educational like what people used to buy, what sort of horse does what task, etc. No one would be rabidly pleased at how educational your game is, but it's not that hard to get people to pick up small bits of real knowledge.

    1. Re:Things need correct focus by jellomizer · · Score: 1

      Now you aren't going to be able to quiz kids every 30 seconds

      I think you hit the head on the nail there. Education is obsessed with testing even tough most people in education agree it is a poor way to judge learning abilities. The problem with most educational games is that it is focused on giving the players easily testable skills vs. actually bringing the student into a world where they virtually become primary sources of the topic, (where most primary sources of history will normally fail the test they sourced about)

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    2. Re:Things need correct focus by porcupine8 · · Score: 1
      Actually I don't even think it's that hard to come up with educational games. For instance I can identify every kind of ship in the Star Wars universe and I don't even LIKE Star Wars. Why? Because when playing Tie Fighter it's just secondary knowledge that you picked up.

      The work of James Gee and Kurt Squire is all about this - the idea that all successful video games are (almost by definition) ideal learning environments. You necessarily have to learn stuff to progress in the game - if it were too easy or too hard, no one would enjoy it.

      Of course, the real trick is getting people to apply what they've learned in-game to the outside world. Though that can't be impossible - I still refer to crossing any deep puddle as "fording the river."

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
    3. Re:Things need correct focus by AmberBlackCat · · Score: 2, Insightful

      I think the guy needs to try to get professors from other colleges to encourage their students to play the game and use what they've learned from the game in their classes. Maybe if they get a grade for it, they'll be more likely to do it.

    4. Re:Things need correct focus by kc2keo · · Score: 0

      As I was growing up my parents and grandparents bought me fun games and other games that were fun and educational. Gizmos and Gadgets was the best one I had. Also played Number and Super munchers. Other than that I would never spend my money on any educational games. Thats because I don't think Education is fun to begin with for the most part...

    5. Re:Things need correct focus by MrCrassic · · Score: 1

      I can attest to this. While learning Japanese, probably the most useful asset that helped me memorize the kana was Slime Forest by Project LRNJ. The game itself was set up like an RPG (with a kind of unusual plot; fun nonetheless!), but winning any of the fights throughout the game was completely reliant on one's knowledge (and quick recollection) of the Japanese kana.

      I think what made that game entertaining was that while the academic incentives were there and clearly visible, the actual "game" itself was the real forefront and made playing the game and learning the material required a fun exercise (as well as a beneficial one).

      I am sure that there are other games like this (one that I can immediately think of is Dig for UNIX systems, or the Easter Egg text game for Mac OS X), but the parent makes a great point that the gaming aspect needs to be the first priority, NOT the education. Because I sure as hell wouldn't want to play a math game that put the game behind the math...

  10. I think I learned this when I was 5 by Anonymous Coward · · Score: 0

    If someone changes the rules to a game, it becomes no fun. If a game is no fun, I don't like to play it.

    I sure am glad that he spent some research money on this conundrum.

    1. Re:I think I learned this when I was 5 by Kirth · · Score: 1

      > If someone changes the rules to a game, it becomes no fun. If a game is no fun,
      > I don't like to play it.

      What about life? People are constantly changing rules there also.

      Besides "changing rules" can be a game in itself; and some of that "change rules" is part of a lot of games: the "what if". You can't try out things if you don't change rules, because you'll end up trying to recreate the real world.

      --
      "The more prohibitions there are, The poorer the people will be" -- Lao Tse
  11. Huh? by r_jensen11 · · Score: 2, Insightful

    I remember plenty of fun, academic games that I used to play.

    Number Munchers, Super Number Munchers, Donald Duck's Playground, Oregon Trail, Oregon Trial 2, anything involving Sesame Street.

    Of course, it's easier to make educational games for children. Part of the reason is that even if they don't know how to play the game as it was intended, they'll play it a different way. I suppose this is also mimicked by adults with Grand Theft Auto, but then again, adults aren't learning much other than the various ways of killing prostitutes.

    1. Re:Huh? by ultranova · · Score: 1

      I suppose this is also mimicked by adults with Grand Theft Auto, but then again, adults aren't learning much other than the various ways of killing prostitutes.

      Hey, that is very important knowledge. It helps you stay alive in the only job still available once globalization and the outsourcing trend reaches its logical conclusion.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    2. Re:Huh? by Anonymous Coward · · Score: 0

      RTFA. Or RTFS.

      This isn't about playing games that are education for the player. It's about getting people to play games where the players' actions are the subject of study.

  12. Don't hurt me. by Shivetya · · Score: 4, Insightful

    but it only takes a few people to make a MMORPG only a few people will ever want to play.

    Considering all the angst displayed here when World of Warcraft is mentioned there should be no shortage in OS programmers creating new and great MMORPGs to bring down the evil and all so boring and all so many people are leaving and etc etc World of Warcraft.

    But there isn't.

    The problem in crafting a MMORPG is that it takes a long long time. I can find any number of people "with great ideas for a MMORPG" I just cannot find anyone who is a. willing to expend the real time it will take, b. compromise with others, c. just be available for group meetings, and d. willing to code the grunt side of the setup.

    Hell this guy is just making a module for NWN or such... all the ugly stuff most programmers hate is provided (art work etc)

    The days of just tossing out something (laughable anyone think a MMORPG can be made quickly - even muds took time to evolve beyond copies of diku)

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Don't hurt me. by UbuntuDupe · · Score: 3, Insightful

      The problem in crafting a MMORPG is that it takes a long long time.

      True, but that's mainly because of one time-consuming thing you didn't list: building up the user base and getting them to stay there, so that the network effects take off. (The feeling that they're being toyed with isn't good for that.)

      I was rather unsatisfied with the claims in the summary: A MMORPG needs puzzles and monsters? What about Second Life and Club Penguin? And why is it so hard to add them? $250,000 is quite a lot if you think in terms of "how much you'd have to pay five geeks to set up a vitrual world in a month".

      Convincing people to come can pose other problems for the economic analysis as well. The fact that people can quit any given game but not real life, can influence results.

    2. Re:Don't hurt me. by Hognoxious · · Score: 0, Offtopic

      The fact that people can quit any given game but not real life
      I've just committed suicide, you insensitive clod!
      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    3. Re:Don't hurt me. by Seumas · · Score: 1

      Unfortunately, the day of the garage game developer are over. With very rare exception (and those exceptions typically being limited to your tetris-y newcomer twist on genres), games require large budgets and sizable, dedicated teams. Sure, you can use open-source or cheaply licensed tools to create a game in your spare time over five or ten years, but if you want to create something people might actually play, you're looking at a heavy investment. Perhaps tens of thousands for a high quality engine and then tens of thousands more if you want to develop for a console (just for the dev hardware).

      People say "you don't need a $50million budget to make a good game" and that's true, just like you don't need $250million to make a good movie. But in an area of such large economy, a "cheap" game (like a "cheap" movie) is still beyond the reach of almost everyone. There's a reason people used to start very successful game companies in their garges on a shoestring budget, but today have little option other than a four year education followed by shopping themselves around to billion dollar grunt-works.

    4. Re:Don't hurt me. by jackbird · · Score: 2, Interesting
      Hogwash.

      What are all those student games (produced in a semester or two in the extra time between bouts of drinking), IGDA festival entries, highly-polished flash games, Dwarf Fortress and other Roguelikes, IFF entries, Defcon/Darwinia/Uplink, Gish, Gate 88, and damn near everything Greg Costikian blogs about, if not things people either made in their garage for fun, or made with a small team for a low budget?

      Garage Developers dead? Many people's Game of the Year, Portal, was a student project that got snapped up and polished by a major studio (sort of like the way Robert Rodriguez made his way to Hollywood with his $6000 El Mariachi, except that in this case the game got better rather than worse) Expensive dev tools? I forget which, but either Wii or 360 dev kits are 3 grand. Want a quality 3D engine? Shockwave 3D for a few hundred bucks. Or how about Torque for $100? Or make a Quake n/Half-Life n/NWN mod for free. Or use one of the ___ Game Creator packages out there, which all have had some high-quality content made with them (right now I'm enjoying Trilby:The Art of Theft immensely). And all the tools have huge amounts of free technical support available in the form of web forums.

      Need a userbase? Easy to find through the web if your game's any good. If your game is good enough, you can even sell it on the web or through XBLA without publisher backing.

      This is the best time EVER to be a garage game developer, whether or not you ever intend to make a profit.

    5. Re:Don't hurt me. by BuR4N · · Score: 1

      "This is the best time EVER to be a garage game developer, whether or not you ever intend to make a profit."

      I think GP is refering to the fact that its pretty impossible to start a tripple A game studio from scratch today, which was'nt the case 10-15 years ago.

      --
      http://www.intellipool.se/ - Intellipool Network Monitor
    6. Re:Don't hurt me. by Hatta · · Score: 1

      Considering all the angst displayed here when World of Warcraft is mentioned there should be no shortage in OS programmers creating new and great MMORPGs to bring down the evil and all so boring and all so many people are leaving and etc etc World of Warcraft.

      That's assuming the angst is directed towards the specific game WOW and not just MMORPGS in general. An MMORPG can be made by a couple of people in a couple of months. A good MMORPG can't be made at all. Besides, we already have MUDs.

      --
      Give me Classic Slashdot or give me death!
    7. Re:Don't hurt me. by SL+Baur · · Score: 1

      That's assuming the angst is directed towards the specific game WOW and not just MMORPGS in general. Slashdot is hardly representative of the world at large. 9 million subscribers and growing says you're wrong.

      A good MMORPG can't be made at all. Whatever. I think you're wrong and there are millions of other WoW players who surely disagree with you too.

      Besides, we already have MUDs. We already have Rogue and Nethack too. Who cares?

      If you have angst towards World of Warcraft, don't play it. Just leave the rest of us alone.
    8. Re:Don't hurt me. by operagost · · Score: 1

      What you have said is probably true if the objective is to build a cutting-edge game. But people still play cribbage, UNO, and scrabble, even with hi-res 3D MMORPGs and FPSs. The simple (and often social) games are still enticing because the wheels of evolution grind slowly and people's brains aren't really changing with the technology. I still get a pretty steady stream of geeks and freaks to play Galactic Trader, despite its decided lack of sophistication. Some of the minigames on my site are popular as well. People still like Tetris and Arkanoid/Breakout!

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    9. Re:Don't hurt me. by nschubach · · Score: 1

      He has a point... to a point. (Did I just say that?)

      You always have a way out. Unfortunately for games (MMOs in this case) it's all to easy to die, respawn and go back for a second try, or just quit the game. You would have to create an attachment to the character and the only way that I've seen that works is through "work". You have to create a reward at higher levels and coax people to get to it. You also have to make it hard to get there. When they start getting these rewards... (not farming, raiding, etc... make characters stronger as they grow, not weaker) people will begin to enjoy their characters and play them to have fun. But make it hard to get there and somewhat easy when they get there. Like a bell curve of difficulty. If they die along the way. Punish them by taking way their work as you would in real life, but if they reach that downhill curve, the game begins to be fun. Like real life. As a kid, out playing, growing up and working for retirement, then retiring and playing again.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    10. Re:Don't hurt me. by Hatta · · Score: 1

      Slashdot is hardly representative of the world at large. 9 million subscribers and growing says you're wrong.

      Considering that the comment I was responding to addressed the /. community specifically, the world at large is irrelevant.

      Whatever. I think you're wrong and there are millions of other WoW players who surely disagree with you too.

      Ok, show me an MMORPG with a real plot, with a real dramatic conflict and resolution. You can't have the same kind of story in an MMO as you do in a single player RPG simply because of the nature of the game. I mean, when you have a thousand people on a server, who's going to be the protagonist? Instead it's just grind grind grind on a bunch of generic generated quests. Boring.

      The popularity of WOW has about as much to do with the quality of the game as the popularity of McDonalds has to do with the quality of their food.

      We already have Rogue and Nethack too. Who cares?

      Those are single player and obviously not an alternative to MMORPGs. But you do have a point. Nethack is infinitely more sophisticated, varied, and engrossing than any MMO.

      If you have angst towards World of Warcraft, don't play it. Just leave the rest of us alone.

      If you don't like my bitching, don't read it.

      --
      Give me Classic Slashdot or give me death!
    11. Re:Don't hurt me. by xtracto · · Score: 1

      The problem of making open source games is not the development of the programs, but the development of the graphics (models, textures etc.). You see, graphic deisgners value their time and "products" more than programmers. That's why you see almost all open source games with incomplete and fugly graphics that does not compare to graphics available in games from 1995 (like the original Command and Conquer game or Ultima VIII).

      The problem in crafting a MMORPG is that it takes a long long time. I can find any number of people "with great ideas for a MMORPG" I just cannot find anyone who is a. willing to expend the real time it will take, b. compromise with others, c. just be available for group meetings, and d. willing to code the grunt side of the setup.
      Programming any game takes a hell of a lot of time. In the case of the MMORPG the online aspect is what gives programmers a lot of trouble. That is why there exists commercial backend engines for MMO games. However, the only Open source MMO engine I know is worldforge, and I do not know how complete it is (as most of Open source software... and speciallyggames).

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    12. Re:Don't hurt me. by king-manic · · Score: 1

      Unfortunately, the day of the garage game developer are over -Flow (a couple grad students, a few years)
      -Bejewelled (a small team a half a dozen months)
      -Everyday shooter (one, guy, loads of time)
      -Counter strike (1 lead, small community)
      -MS XNA

      Small scale development is alive and well. You just don't get it for $49.95 at radio shack like you did in the days of yore. It's now $10-$20 off one of the various game stores. The maga budget games are like block busters in hollywood but indie hits still come. You just have to fit yoru idea with the technology available. You won't be able to make WOW for $250,000 and 5 developers but you can make Bejewelled. You won't be able to make MGS4 in your spare time but you can make flow.
      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    13. Re:Don't hurt me. by Eternauta3k · · Score: 1

      Well, Argentum is pretty decent and lots of people play it, although some of those people can be quite annoying.

      --
      Yeah. Would you choose a neurosurgeon who pokes around people's brains in his spare time? I wouldn't.
    14. Re:Don't hurt me. by Seumas · · Score: 1

      Today, a garage developer can - at best - hope to create a quirky new style of game that is little more than a trinket game (flow, etc). The only way it'll become truly huge is typically if you then gain the attention of an established game studio.

      Back in the day, one single person could literally create, write, develop, manufacture, market and distribute a game that was as popular and top of the line as any other game out there.

    15. Re:Don't hurt me. by Anonymous Coward · · Score: 0

      A MMORPG needs puzzles and monsters? What about Second Life and Club Penguin?

      I have no idea what Club Penguin is, but Second Life is arguably proof that a MMORPG does need puzzles and monsters.

    16. Re:Don't hurt me. by Dutch+Gun · · Score: 1

      Ok, show me an MMORPG with a real plot, with a real dramatic conflict and resolution. http://www.guildwars.com/
      --
      Irony: Agile development has too much intertia to be abandoned now.
    17. Re:Don't hurt me. by Dr.Altaica · · Score: 1

      There's Sun Microsystems Project Darkstar.
      Instant MMOG just add game.

      And then there's OpenNeL.

    18. Re:Don't hurt me. by catprog · · Score: 1

      For 3D Engine irrlicht or Ogre are free. (Never used Ogre but irrlicht is quite easy to use)

      --
      My Transformation Website
      Kindle Books http://www.catprog.org/rev
      Interactive CYOA http://www.catprog.org/st
    19. Re:Don't hurt me. by edunbar93 · · Score: 1

      Or, for that matter, what about Yahoo Fantasy Stock Market? Objective: get as rich as you can. Faster than everyone else. Kinda like, uh... the stock market. The same thing happens in WoW because the game lets you. And there are many avenues by which to make that happen.

      Really, his complaint is "My idea for a game was dumb, and I'm looking for something to blame for all that money getting wasted."

      --
      "No problem. I have the capacity to do infinite work so long as you don't mind that my quality approaches zero."-Dilbert
    20. Re:Don't hurt me. by cgenman · · Score: 1

      The problem in crafting a MMORPG is that it takes a long long time.... mainly because of one time-consuming thing: building up the user base.

      Actually, as a game developer, I'm going with A: tens of thousands of hours of content to churn, B: a multi-server technological platform infrastructure which is both synchronized and massively parallel across disparate random hardware, C: character separation via deep customization and minimum 5 - 8 primary paths, and D: intricate system interactions frequently orders of magnitude deeper than traditional RPG's. This is why almost all MMORPG's out there take 5 years to get to Beta, with development teams in the hundreds.

      Many MMO's build up a sustainable userbase in a couple of years. WoW broke in about a month. Guild Wars... maybe 5 months. Puzzle Pirates seemed to take about two years. But however much a daunting task it is to get a population there, the actual building of any MMO is an insane PITFA. I'd guesstimate MMOs require about 4 - 5 times the team size and development time of a normal game.

    21. Re:Don't hurt me. by heinousjay · · Score: 1

      Nethack is infinitely more sophisticated, varied, and engrossing than any MMO.

      To a very narrow segment of the population, yes. To many, it's offputting and quite boring.

      --
      Slashdot - where whining about luck is the new way to make the world you want.
    22. Re:Don't hurt me. by AP31R0N · · Score: 1

      Awesome sig! i've added it to my collection. http://docs.google.com/Doc?id=dhs623jg_9f5s8rg Who is the source? btw, achievements is misspelled. Would it be possible to create a framework like NWN's Aurora and make it open source? Then teams could make their own content, these could be stand alone modules/persistent worlds, or they could be interconnected. i imagine there would be a hub world, a city full of doors and gates that lead to different worlds. WoW is the M$ of MMORPGs. Other games fail under its shadow because no one wants to leave the big party because no one else does. i dislike all of these that i've played so far. They are all pretty much the same; grinding, farming, scavenging, twinking and pointless PVP. That's way my timesuck of choice is PlanetSide(MMOFPS). You start the game able to just about anything a veteran can have. The experienced players just have more options/flexibility. You won't find yourself treating it as a second job (which is what WoW became for me), you play to play (Have Fun). Skill, knowledge and teamwork beat 'not having a life'.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    23. Re:Don't hurt me. by Hatta · · Score: 1

      Pearls before swine, my friend. Pearls before swine.

      --
      Give me Classic Slashdot or give me death!
  13. Nomic by Urban+Garlic · · Score: 3, Informative

    The idea of a game where the main play activity is to change the rules has a fairly old pedigree -- one variant, called nomic, was popularized (OK, in a geeky sense) by DouglasHofstadter in the Metamagical Themas column in Scientific American way back in 1982, and the game itself is older than that.

    Nomic is a little different from the emphasis of TFA, in that nomic's creators focussed on the political implications of self-referential, self-modifying rule systems, and TFA seems to be mostly about the economics of such systems.

    I and a group of my friends took on nomic many years ago, and found it to be mostly theoretically interesting, and not all that fun in practice.

    --
    2*3*3*3*3*11*251
    1. Re:Nomic by porcupine8 · · Score: 1

      Oh hey, thanks! We played this in a summer class I took in high school, and I've wondered recently if I could find the instructions online or something, but I couldn't remember the name of it.

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
    2. Re:Nomic by Pete+(big-pete) · · Score: 1

      Interesting - I was exposed to Nomic via Monochrome, it can be quite fun for a while, but then I started to get bored with it as the game progressed. It's a good intellectual challenge, with more than a fair share of game theory sprinkled in for good effect - for example if someone is close to winning, then it is in the interest of other players to change the winning condition, whilst ensuring that they maintain their own position.

      I think it's a game best played online with decent records available to people to ensure that the game can be followed and tracked. I can't imagine trying to play Nomic in a real life setting!

      -- Pete.


    3. Re:Nomic by scottyokim · · Score: 1

      After I read Hofstadter's article, I thought that some computer application would probably be needed to track the current law code.

  14. You need puzzles and monsters? by weave · · Score: 2, Insightful

    "You need puzzles and monsters" eh? Explain Second Life then.

    I don't "get it" (SL) and actually remarked to a co-worker after trying it for a while that it wasn't any fun because you don't kill anything, but lots of people spend a lot of time there.

    1. Re:You need puzzles and monsters? by Anonymous Coward · · Score: 0

      "because you don't kill anything"

      1) You kill time.
      2) Everyone is dying in real life anyway.

    2. Re:You need puzzles and monsters? by Bieeanda · · Score: 1

      It's better to think of SL as a user-editable chatroom than a game, honestly.

    3. Re:You need puzzles and monsters? by urbazewski · · Score: 2, Insightful
      Shakespeare's work has sprites, fairies, wizards, witches, wars, feuding street gangs, feuding royals, treachery, broken alliances, hidden identities, and yes, even a puzzle or two. There's plenty of material to create an interesting world. Then there's the amazing language games that Shakespeare plays.

      This was a failure of imagination, methinks.

      --
      foldplay your photos won't know what hit them.
    4. Re:You need puzzles and monsters? by vorpal22 · · Score: 3, Insightful

      Agreed. Anyone remember M.U.L.E., which was essentially a simulation of economics? It was, IMO, quite possibly the best game of all time, and the one that my friends and I played the most when we were kids. I bought a C64 emulator just to relive the memories.

      Not a single puzzle or monster in it (well, the wampus, but chasing a black dot through mountains hardly qualifies as a real monster :D).

    5. Re:You need puzzles and monsters? by Faylone · · Score: 1

      First off, Second life is more of a platform than a game itself. You can indeed kill others in second life, where it's allowed, though because it's so easy to make an instant kill weapon, there are even several combat systems that are designed to make fighting fair. Probably one of the best is the one for I Am Legend: Survival, which was made by Warner Bros.

    6. Re:You need puzzles and monsters? by FooAtWFU · · Score: 1

      "You need puzzles and monsters" eh? Explain Second Life then.

      Easy. Second Life sucks.

      Or, how's this? It's a puzzle how to build anything moderately interesting! And it's filled with monsters who are just there to indulge their deviant fantasies!

      Or, another simple one. "Hype hype hype."

      I could go on for hours^Wminutes!

      --
      The World Wide Web is dying. Soon, we shall have only the Internet.
    7. Re:You need puzzles and monsters? by MORB · · Score: 1

      Does anyone have any reliable number on second life anyway?

      The official ones are grossly inflated because they count free trial accounts that were only ever used once.

      I strngly suspect that despite the hype there are really not many people playing it.

    8. Re:You need puzzles and monsters? by MrCrassic · · Score: 1

      Isn't Second Life supposed to be a virtual reality environment and NOT a game? If it's a game, where does winning come in and what are the benefits of doing so?

      In my opinion, I'd be hard-pressed to compare this with something ilke World of Warcraft. Then again, I'm not a gamer by any means, so I could be very wrong about this.

    9. Re:You need puzzles and monsters? by operagost · · Score: 1

      Maybe a Shakespeare game just isn't marketable.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    10. Re:You need puzzles and monsters? by celle · · Score: 1

      They spend their time there because they're either making money or it's more interesting than the real world. It also could be they have no real life or it sucks.

    11. Re:You need puzzles and monsters? by DaleGlass · · Score: 1

      There isn't one, because it's not something that can be defined.

      You can get starts on the number of accounts, and the number of accounts that were used in the last X days. The actual amount of people is impossible to tell because SL doesn't require paying to login anymore.

      But I don't get what's with the obsession with numbers anyway. You can login and see that there are a lot of people. Whether it's 1, 5, or 50 million doesn't really change much.

    12. Re:You need puzzles and monsters? by Pvt_Waldo · · Score: 1

      In Second Life, the "puzzles" are the creations of the players and the players themselves and the "monsters" are the other players and the interactions they enable.

      I think Prof. Castronova used a poor choice of words. I think a better way to say it would be, "You need things to interact with that challenge you, and you need either AI or other players that give you challenges to overcome."

    13. Re:You need puzzles and monsters? by MORB · · Score: 1

      Yeah, since when actual numbers were of any use? Personal hunches and hype are enough.

    14. Re:You need puzzles and monsters? by DaleGlass · · Score: 1

      Did you read what I said? There's no way to calculate actual numbers.

      It's like trying to calculate the number of *people* using Slashdot. Some have one account. Some will have many. Some are probably not even human (there are quite a few bots in SL).

      Point is, not even Linden Lab has accurate stats on it. They do however have stats on the number of accounts, the number of them used in the last 90 (I think) days, how many are paid subscribers, and how many are logged in right now. It's about as good as it gets.

      If you have some way of calculating the exact numbers, I'd love to know of it.

  15. Nooooo not fun ... by YeeHaW_Jelte · · Score: 1

    It needs to be addictively competive! You know, with a scoring system, frags maybe, level-up stuff ...

    --

    ---
    "The chances of a demonic possession spreading are remote -- relax."
  16. If you want to test a real economic system by kinsoa · · Score: 1

    Play EVE Online.

    Really.

    1. Re:If you want to test a real economic system by Anonymous Coward · · Score: 0

      Players would revolt if tomorrow a new currency system was released at 1 bloople:100000000000 isk, and the cheapest thing is 500 bloople.

      They need a game where the game itself is interesting beyond more than just hoarding money, otherwise, any game they have would implode when they changed the economics rules. Thus, puzzles and monsters. Perhaps a game with some kind of interesting combat, where there are no level caps at all, and instances populate with monsters and traps relative to the level of the players. PVP could be a problem in such a game with level 9000 griefers camping the newbie spawn point and doing millions of points of damage to them every time they resurrect, but they could probably find enough people willing to grind to level 9001 to overlook the rules of wealth changing every few months.

    2. Re:If you want to test a real economic system by Jedi+Alec · · Score: 1

      With some of the current artificial caps in place, especially on minerals, it's still quite flawed though.

      Still, some mini-markets, like for example the salvage -> rig market, where there is no external influence on pricing aside from the relative availability of the resources and the desirability of the finished products(which leaves a little to be desired imo) are quite interesting to watch.

      So, anyone want to buy a batch of nanobot accelerators? ;-)

      --

      People replying to my sig annoy me. That's why I change it all the time.
    3. Re:If you want to test a real economic system by geekoid · · Score: 1

      Becasue in real life some being from outside your reality controls who gets what valuable stuff.

      Please, Eve is just as flawed as every other economic system in MMORPGs.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    4. Re:If you want to test a real economic system by tsm_sf · · Score: 1

      Please, Eve is just as flawed as every other economic system.

      Fixed that for you.

      --
      Literalism isn't a form of humor, it's you being irritating.
  17. For $250K... by __aaclcg7560 · · Score: 1

    Wouldn't setting up a M.U.D. be a lot more affordable? Granted it's so 1970-ish and not as sexy as "Second Life".

  18. Playstation 2 is fun by FudRucker · · Score: 1

    games that are no fun lose interest and the user gives up in frustration, intrigue and challenge the user and you will build LOTS of userbase...

    even though the PS2 is obsoleted by the PS3 i still have a blast on that machine, i love first person shooters like Medal of Honor Vanguard, Call of Durty 3 (both of which i rolled the credits on, Grand Theft Auto (Vice City is my favorite) which is kind of a tough game to complete but regarless is lots of fun, on GTA VC go to Hyman Stadium when the clock shows 20:00 the door opens and you can go in and do either a crash derby or stock car racing or dirt bike obstacle course, and at Sunshine Autos go to the lower level to the right there is that one garage door that does not open - next to that garage door is a list of cars wanted, steal those cars and when you compete the list you get a bonus and a new list gets posted...

    --
    Politics is Treachery, Religion is Brainwashing
  19. Game vs Virtual World by Lodragandraoidh · · Score: 1

    Ostensibly the idea is to study human populations. The nature of RPG games (or FPSs or Combat Flight Sims etc) is not conducive to that goal. Of course, I could have told them that for considerably less than the $$$ they spent.

    I would have chosen a model like Second Life - set up the conditions/environment/physics, and let the users/test subjects run with it.

    --

    Lodragan Draoidh
    The more you explain it, the more I don't understand it. - Mark Twain
    1. Re:Game vs Virtual World by Seumas · · Score: 1

      If it's fun, it's a game.
      Otherwise, it's a simulation.

      Both serve their purposes and I don't much see the point of merging the two, unless you are looking to use a massive population of real time "players" (which you would entice to participate in a FUN GAME) so that you can gather data and interact with an overall larger-scoped SIMULATION.

      Now, if they somehow tied everything to a breast-based set of incentives, they would probably increase the acceptance factor and have a large enough population for their system. There's a reason Night Elfs look like a branchless douglass fir with a pair of enormous christmas ornaments at the top.

  20. It has to be a game first and foremost by cliffski · · Score: 4, Insightful

    I make games, and 95% of my focus with a game is to make it fun, and entertaining, and popular. that used to be 100% of the focus until I made this which started getting enquiries from university teachers and students who wanted to integrate it into lessons. That game now has a number of site licenses for schools, and apparently goes down very well. The reason I think it works, is that ultimately, it's just a fun game. The game may make you think about the subject matter (politics) but it doesn't ram it down your throat. It's also not vaguely preachy, and basically tries to be neutral on all issues, which avoid antagonizing or irritating any of the players.

    Democracy is popular enough for me to do a sequel (nearly done!), and this time round it does contain a whole bunch of real world statistics and background data (in wiki-style form) which is presented as additional (and optional) to the game itself. This is just like those historical RTS games which have a built in encyclopaedia. You can play Age Of Empires just for fun, but it you really want to find out a bit more about trebuchets, the game is happy to help.
    that is as it should be. Games on interesting and intelligent topics that encourage the curious player to learn more. You should never ram the educational bit down the players throats. People play games for fun. If they want to do hardcore learning, they break out a textbook.

    --
    DRM-free indie games for the PC and Mac: Positech Games
    1. Re:It has to be a game first and foremost by Mr.+Protocol · · Score: 1

      Back In the Day, I wasted a lot of time (a lot of time) in a TinyMUD called DragonMUD. It's still up and running, FWIW, but the days of text-based VRs are long gone.

      In DragonMUD I built a "quest" which required the player, in solving it, to learn a few words and grammar rules for ancient Egyptian, the language of the hieroglyphs. Everyone said it was one of the hardest quests in the game, and it ranked very, very highly among the players. It got academics interested in VR, and in fact DARPA poured $63 million into VR research in schools, all partly because of this quest, and one DARPA program manager who loved it.

      I knew going into it that no one would touch it if it wasn't fun, so I created sweeping desert vistas, ancient gods, temples, tombs and (of course) hieroglyphs. Real Indiana Jone stuff. But the hook was that this was real ancient Egyptian you were puzzling out, not some made-up gamer's stew. People got a real charge out of it.

      The quest is still online, actually, but no one goes there now. A modern replacement would have to take place in Second Life or the like, and would take far longer to build (and far greater skill!). Still, it would be quite something...

    2. Re:It has to be a game first and foremost by jollyreaper · · Score: 1

      Democracy is popular enough for me to do a sequel (nearly done!), and this time round it does contain a whole bunch of real world statistics and background data (in wiki-style form) which is presented as additional (and optional) to the game itself. This is just like those historical RTS games which have a built in encyclopaedia. You can play Age Of Empires just for fun, but it you really want to find out a bit more about trebuchets, the game is happy to help. I think the reason why this sort of learning game is so effective is because it provides relevance to the historical facts. When you look at the strengths and weaknesses of different governments, it's one thing to read about them in a book, quite another to live through the consequences when playing Civ. My personal learning style is more oriented towards participation than lecture. I fall asleep in conventional classes but if I am actively engaged in the process, I'm all eyes and ears.

      The story I heard about the creation of the original D&D-style game is that it was supposed to be a math drilling game. Instead of doing flash cards until you felt like smacking the teacher, you have swords and sorcery and monsters to deal with and ten times the mathematical concepts of your traditional flash card set. Kids would get so involved in the process, they'd forget they were learning.

      Sim City was a fun and engaging game that also taught a lot of concepts about business, urban planning, stuff that would be drab and dry to get out of a book. The success of these kinds of games made me think that there must be a market out there for a good, solid business sim. The idea is that the game would play out in real-time so there's only about 10 minutes of gameplay that could be had during the day, issuing commands, and the rest of the time you are either looking over the numbers or getting on with your life. I played some Palm games like Sim Village that were like that, the game would progress in real time and there literally was nothing else you could do after issuing the appropriate orders. The genius of this sort of approach for an online game is that a person without a lot of time can keep up with it because the only advantage the too-much-time-on-his-hands guy has is that he can look the numbers over longer than you. But according to a post above, it sounds like this sim has already been created.

      I haven't heard of your game but now I'm going to open the link and check it out. :)
      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
    3. Re:It has to be a game first and foremost by todlesstod · · Score: 1

      I've found your game very interesting although I see it more like an intellectual challenge and an occasion to experiment with things that are otherwise beyond my reach, than fun. All in one I think Democracy is a good example of an educational game that can captivate. I also bet it was cheaper to make than the game the article is talking about. So maybe the academic types will just provide the theory and let someone who can really make games do the rest. I'm just saying, because, I, for one, don't know that many fun people in the academia.

    4. Re:It has to be a game first and foremost by cliffski · · Score: 1

      It was dirt cheap to make! which is why, unfortunately its not got much in the looks department. That's not true of the sequel, which looks 100 times better. It's easier to risk your savings on a game when it's a sequel to one that sold ok :D

      --
      DRM-free indie games for the PC and Mac: Positech Games
  21. Reinventing the wheel by argStyopa · · Score: 1

    It seems pointless to build an economic game that nobody will play, or that (in the best possible world) will:
    - be played by a bunch of self-selected participants who are conscious of the testing and metrics, and thus will actively seek to 'game' them if possible.
    - be played by too small a group to draw reasonable statistical inferences (seriously, in their wildest dreams, do they expect more than 25,000 players?)

    I would argue that it would make much more sense to approach Blizzard, sign NDA's out the wazoo, and get their buy-in to do economic research with their data. Granted, you don't have a complete tabula rasa, but the value of hundreds of millions of transactions should be enough to outweigh the capability to 'set up' experiments as in a lab.* I think that with this many actions going on, you could really draw some subtle data out of the world based on very small changes to how certain things are priced.
    IIRC Eve's doing this with an economics professor already.

    * besides, as a WoW player, I'd love to have an economist speak to them at length about how some of their decisions occasionally really fark up their economics.

    --
    -Styopa
    1. Re:Reinventing the wheel by Firethorn · · Score: 1

      - be played by a bunch of self-selected participants who are conscious of the testing and metrics, and thus will actively seek to 'game' them if possible.

      Any more than people try to 'game' stuff in things like WoW? Make it fun and people will probably forget that the 'game' is actually a research device.

      Otherwise, well, people gaming the system would kinda be the whole point of the system - figuring out secendary effects of rule/market changes.

      besides, as a WoW player, I'd love to have an economist speak to them at length about how some of their decisions occasionally really fark up their economics.

      Good point, and they might actually be able to suggest a method to puld gold farmers out of business without rewriting the game.

      --
      I don't read AC A human right
    2. Re:Reinventing the wheel by belg4mit · · Score: 1

      25,000 is more than sufficient. Do you have any idea of the sample sizes used in polls gauging public opinion in a
      nation of 300million? 1,000. You don't need unfathomably large data sets for them to be statistically meaningful,
      just well selected and more than you can count on you and your housemates' digits...

      --
      Were that I say, pancakes?
    3. Re:Reinventing the wheel by Jaysyn · · Score: 1

      I don't think you can have more than 64 concurrent players on NWN.

      --
      There is a war going on for your mind.
  22. Second Life is not a game by vadim_t · · Score: 1

    It's a "virtual world". I think they're trying to make it something similar to the web. As in, the web is not a game, but you can implement games in it. Same way, SL is not a game, but you can implement games inside.

    I'd say it parallels the web quite nicely in that SL is really a medium for doing things. Some people play. Some use it as a 3D chat. Some as a base for programming/building projects. Some role play. For some it allows simulating their dreams: If you want to be an anthropomorphic cat, or to live in a steampunk styled world, there's that as well.

    If you want games, they can be implemented inside SL, though of course there are limits to how well it works. Things like chess are easy enough to implement in SL, though implementing a chess AI is probably nearly impossible in LSL. FPS style deathmatch can be had very easily, though since the guns are all user made there's nobody ensuring it's balanced.

    Of course not everybody gets SL, just not like everybody gets the web. If you asked my parents they wouldn't have a clue why there are so many people posting here, for them it's not "real" and completely pointless.

    1. Re:Second Life is not a game by weave · · Score: 1

      Of course not everybody gets SL, just not like everybody gets the web. If you asked my parents they wouldn't have a clue why there are so many people posting here, for them it's not "real" and completely pointless.

      A pretty good summary. I've wonder that as well. I see a lot of parallels in SL compared to the web back around 1994. Some companies tested the waters a bit, a lot of ugly web sites were up, most of it was a novelty. Like I went into the Sears and Circuit City "stores" in the IBM island and they were deserted, not very useful, and lacking in content, but it made me wonder if I was looking at an early Web 3D basically.

      What will limit it is that it's privately run and competing services will pop up dividing the population. Until there is some way to have the SL grid interact with the other virtual words, like the upcoming one from Sony for their PS3 for example, I can't see it going anywhere fast. Most companies will not create virtual presences in every virtual world out there, and I doubt there will be RL advertisements listing grid locations in numerous virtual worlds.

    2. Re:Second Life is not a game by vadim_t · · Score: 1

      Like I went into the Sears and Circuit City "stores" in the IBM island and they were deserted, not very useful, and lacking in content, but it made me wonder if I was looking at an early Web 3D basically.

      I hear IBM is quite happy actually, it seems they own quite large amounts of land there and use it for meetings or something like that. Personally I almost never visit corporate areas, so I don't really know.

      One thing though: It's normal for a shop in SL to be deserted. That doesn't mean it's failing. SL is real-world-like, but free from many of its constraints. You don't need to wander around a shop for a long time like a supermarket. There are search facilities available, and unlike RL shops everything is always in stock. You can teleport in, find the thing you want, buy it, and vanish in 2 minutes.

      The thing about SL, is that you really have to get it. Some companies really don't. For instance, some months ago I heard AMD was giving a talk about some multi-threading tech. So I showed up. The AMD place was pretty, well built. There were a few people in the area, and the AMD guy. Then the surprise: There's absolutely nothing going on in SL, the actual talk is done with *Skype*. Which I didn't have installed.

      The SL part was completely silent. There were no pictures, no graphs, no material besides AMD logos, and nobody was doing anything in SL at all. It was a very odd thing, several people are there just sitting in SL, which is not bringing any benefit at all because it's not being used.

      Intel did it right some time later. The actual talk was in SL, graphs, answering questions from the SL audience in SL, etc. I hope AMD took a hint from that.
  23. Bad use of "game" by jbarr · · Score: 1

    I think the use of the term "game" may be misleading here. If the goal of the project was to provide fun and entertainment, then in this case, it appears to fail. But if the goal was to provide new tools and new ways of looking at data and systems, then maybe this shines? Just because something isn't fun doesn't mean it isn't useful.

    --
    My mom always said, "Jim, you're 1 in a million." Given the current population, there are 7000 of me. God help us all!
    1. Re:Bad use of "game" by geekoid · · Score: 1

      Yes, but in this case they needs a lot fun people to play. If it's not fun your not going to get a lot of people to play.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  24. Wish there was a Mormon Trail... by sadler121 · · Score: 1

    I always like Organ Trail, I just wish they had a Mormon Trail version. Where you not only had to worry about surviving, but keeping your wives from killing each other.

    1. Re:Wish there was a Mormon Trail... by Whitemage12380 · · Score: 2, Funny

      Organ trail? Good God, what kind of sick, gore-filled rendition of Oregon trail have you been playing? At least it teaches anatomy...

    2. Re:Wish there was a Mormon Trail... by fonik · · Score: 1

      "You have died of dysentery."

    3. Re:Wish there was a Mormon Trail... by siriuskase · · Score: 2, Interesting

      They need a Magic School Bus game based on that episode where they drive around in someone's bod, and another whether they drive out to Pluto.

      --
      If you must moderate, please moderate as irrelevent, not something bad, because I'm sure someone will find this interest
    4. Re:Wish there was a Mormon Trail... by slackerboy · · Score: 1

      Organ trail? Good God, what kind of sick, gore-filled rendition of Oregon trail have you been playing? At least it teaches anatomy...

      The special Donner Party version?

      --
      Things to do today: See list of things to do yesterday
    5. Re:Wish there was a Mormon Trail... by ampathee · · Score: 2, Informative

      They exist! See here and here

      I remember playing the solar system one at the library. It was pretty fun - jumping around in low gravity and such.

    6. Re:Wish there was a Mormon Trail... by siriuskase · · Score: 1

      thank you, i just might get those for Christmas, assuming they play on a Mac

      --
      If you must moderate, please moderate as irrelevent, not something bad, because I'm sure someone will find this interest
  25. Wait, what does this have to do by antifoidulus · · Score: 1

    with the Academic Games?

  26. Number Munchers was Fun! by weenis · · Score: 1

    I loved that game in elementary school

  27. Aim lower by Andy_R · · Score: 1

    Why aim for Warcraft? Unless the aim is to limit research to owners of high-end computers who rank graphics at least as high as gameplay and have large amounts of spare time and will put up with grinding, then it's the wrong model to compare such a project to.

    Planetarion peaked at over 100,000 players (before it went pay-to-play) and all you need to play it is a browser. It's a simple game to code, as evidenced by the countless clones that were quickly written when the owners started charging. Gameplay there happens in 3-month (or so) rounds, with rule changes each round, so it's the perfect model for the research described.

    Cutting things down further, the browser-based NationStates is so trivial it's barely even a game, and there's practically no in-game interaction between players, but 1.9 million nations have been created. It works because it's a nice idea, and it has forums where people roleplay all the things the game ought to include but doesn't.

    If you want a game where economics play a big part, aim it at web users. There's a huge and nearly empty market for an blackberry/iPhone MMPORG. Make it turn-based so you can play it to a decent standard even if you only log in once a day, and hard-core players don't need to check in more than once an hour. Political Asylum provides an excellent model of how this can work.

    --
    A pizza of radius z and thickness a has a volume of pi z z a
    1. Re:Aim lower by Unicorn+Giggles · · Score: 1

      WoW graphics are horseshit and do not need a high end computer to run, although i agree with you on the gameplay, absolutely terrible repetitive and not even fun the first time.

    2. Re:Aim lower by SL+Baur · · Score: 1

      Cutting things down further, the browser-based NationStates is so trivial it's barely even a game, and there's practically no in-game interaction between players, but 1.9 million nations have been created. It works because it's a nice idea, and it has forums where people roleplay all the things the game ought to include but doesn't. I "played" that for several years. It was fun in a similar sort of way that tinkertoys are fun, you're free to build anything out of the basic structure that you want. The forums and particularly the third party forums, like the Meritocracy, which my NationState was in, were great fun.
  28. Even Better by geekoid · · Score: 1

    Use the funds and partner with other mmorpg to capture a periods worth of data?
    So capture everything that happens in several different mmorpgs servers(1 per mmorpg) for a year, and put it into a simulation and change the events.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  29. HeroEngine? by Symbolis · · Score: 1

    He might want to consider talking to Simutronics about using their HeroEngine http://www.heroengine.com/ (I"ll get the hang on /. linking someday!) They might hook him up cheap.(Pricing varies, it seems. Educational+Good Publicity=Cheap(??).

    Really depends on where he's having "issues", though.

    My personal choice is City of Heroes/City of Villains, though. Sadly, I have to do without until my fiancee gets back from her business trip(s)...sometime early next year. O, woe is me!(She has the laptop I use to play and I don't have quite enough for a system to run it. If I can scrape up the cash, I might go with a low end System76 machine)

  30. Don't hurt me.Or my assets. by Anonymous Coward · · Score: 0

    "True, but that's mainly because of one time-consuming thing you didn't list: building up the user base and getting them to stay there, so that the network effects take off. (The feeling that they're being toyed with isn't good for that.)"

    You still need assets to build that base upon. I don't see anything changing that soon.

  31. He's actually spot-on... by Gothic_Walrus · · Score: 1

    "You need puzzles and monsters," he says, "or people won't want to play ... What we've really learned is, you've got to start with a game first," Castronova says. "You just have to." That formula worked wonderfully for Typing of the Dead. It may not be quite the kind of "academic game" they're talking about, but I'd argue it is because typing is a crucial skill. In any case, it's the only typing tutor I've actually enjoyed playing, which lends credence to his statement.
    --
    Goo goo g'joob.
  32. educational computer games by Anonymous Coward · · Score: 0

    We have been working on developing computer games for K-12 students to learn chemistry-related concepts here at the University of Alabama, and at least our test subjects seem to find them fun and helpful.

    http://www.mint.ua.edu/games/

    I'm not directly involved with assessment of what the kids thought though, so I don't have the hard data at hand, and I can only say that I found them neat. More and more, academics are being pressured to perform this kind of outreach ... which I don't disagree with. By the time I see college freshman, it is sometimes very hard to undo the damage of years of neglect in public schools.

    posted AC for obvious reasons. and yes, we have computers *and* programmers in Alabama (cf discussion yesterday ...)

  33. Age of Empires, etc. by TerranFury · · Score: 1

    Actually I don't even think it's that hard to come up with educational games

    I agree, and I'll point to Age of Empires as an example.

    In junior high and the beginning of high school, I had a number of history classes focusing on the ancient world. Simply knowing the vocabulary -- having an idea what a phalanx is, or a trireme -- was useful when writing essays. Of course, Age of Empires is not a faithful simulation of ancient combat, but it gets enough right that its educational value is definitely nonzero. In fact, the manual that came with the game (do people read those? I did.) gives a nice little historical description for each of the different cultures and units.

    And that was a very popular game. So much so that Microsoft bought Ensemble Studios.

    I'd say you learn something about Word War II by playing many of the military games out there. People who play Counterstrike learn something about real-world guns.

    Games need backstory, they need props -- they need a world. I think the trick to making a game educational is largely just to make that backstory and those props not just realistic, but to make them actually real -- that is, historically accurate. And there are plenty of good, fun game concepts for which you can naturally do that.

    1. Re:Age of Empires, etc. by nelsonal · · Score: 1

      I've yet to meet anyone who played Pirates! who didn't learn far more there than in school about sailing, piracy, or 17th century colonial economic systems.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
  34. Academic X are no fun by johnwbyrd · · Score: 1

    Replace X with any form of mass media and the statement is still true. Discuss. Next up on Slashdot: hard drive failures and root canals are no fun.

  35. Game Concept by jjohnson · · Score: 1

    My girlfriend is in her Masters in Ecological Education; one of her professors wants me to demo WoW for him because he's considering a project for an academic MMO based on playing a part of an ecosystem.

    No, you wouldn't be a plant looking for the bursting seed pod powerup. You would be a lion hunting gazelles, or a gazelle dodging lions, and dealing with the normal cyclical changes environmental changes, or manmade ones. The idea would be to view an ecosystem from within it, but (hopefully) with enough of a "nature red in tooth and claw" angle to make it actually interesting as a playable environment.

    It's a long shot concept that risks exactly what Arden failed at, but properly done it could be another Tale in the Desert.

    --
    Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
  36. You need monsters? Second Life proves otherwise by lawhack · · Score: 1

    What you need is people. WoW has that; so does SL. Weave's right, the sheer number of concurrents and accounts on SL proves no "quest" is required. Note that WoW and SL both took *years* to get up to impressive critical mass. The "Arden" guys are complaining that they can't replicate that in... what? Weeks? Sigh. An attention span > gnat, maybe even > VC, is required to succeed in an virtual online space.

  37. I think there's a real fallacy here by leshert · · Score: 1

    The article is far too eager to make the leap from "this academic game failed" to "academic games fail". Apply the same logic to commercial games, and Daikatana should have proved that FPSs are no longer popular.

    Arden failed. Is it because:

    A. it was an attempt to make an academic game, or
    B. it was an addon module for a commercial game that might not appeal to Arden's target audience, or
    C. its subject matter just wasn't interesting to its target audience, or
    D. the game design was poor, or
    E. the game execution was poor, or
    F. it was poorly promoted, or...

    You get the picture. Arden was different from most games in that it had an academic goal. Its failure doesn't imply that its difference from most games is to blame--in fact, its failure probably makes it more similar to the average commercial game...

  38. They'd have to be by Alzheimers · · Score: 1

    Maybe they were eating it mostly raw?

    They'd have to be. Who shoots an 800 pound buffalo and only takes 100 pounds of meat back with them?

    1. Re:They'd have to be by Firethorn · · Score: 1

      Grin...

      I'm not THAT bad of a butcher, and with the right supplies it'd be quite possible to convert most it to jerky or other forms that wouldn't spoil even without refridgeration.
      In real(er) life I'd have stopped for an additional day if that was necessary to get that 100lbs up to 500 or so. I'd even get a buffalo blanket or coat out of it as a bonus.

      Even in grade school I knew that modern refridgeration and spoilage guidelines are on the paranoid side.

      --
      I don't read AC A human right
  39. $250k for that? by Trojan35 · · Score: 1

    I don't know what's more impressive to me:

    I) A professor did not realize people would not play his game if it wasn't fun.
    B) Someone in charge of $250k did not realize this.
    or
    3) He doesn't realize that if Arden wasn't fun, no one will even look at Arden 2
    Conclusion) Now he's got funding for an Arden2???

  40. Marketing: What they've really learned by Alzheimers · · Score: 1

    After failing miserably to draw any attention to themselves for releasing yet-another MMO, it seems the developers have found the true key to any game's success: Marketing.

    I'm relatively informed about gaming, and I'd never heard of this one until they made a big deal about how it failed. And of course while the article is all about how they tried really hard to make this first one good, it spends a few paragraphs reassuring us how the next one will be much better because they've learned from their mistakes.

    So they've not only gotten more attention for their current offering, they've already started the hype machine for the second. And while they couldn't get coverage on random blogs before, who wants to bet we'll see reviews for "Arden II" in the likes of Game Informer and IGN? They'll all have the same headline: "Academic gaming learns from it's mistakes and offers a learning experience that's actually fun!"

  41. Reading the article....... by Hanging+By+A+Thread · · Score: 0

    Reading the article isn't much fun either.

    Homer says "BBBbbbbbboooooooorrrrrrinnnnnngggggggggg"

  42. A simple illustrative example by iaminthetrunk · · Score: 1

    Take http://www.freerice.com/ as a simple illustrative example.

    It's incidental that hungry people get feed by the ad views on the page while I guess words, I just like guessing the words. At best it gives me an excuse to rationalize playing. The game format is what feeds the academic / humanitarian purpose, not the other way around.

    Guessing words for ad views for buying rice is trivial, but makes obvious at a glance the bare essentials of the article posters' argument, and that it scales up.

    Academic games are fun if you yourself like the academic subject qua itself, (bare-bones finite state machine coding 'games' are an example of this), but that audience is almost always just too narrow.

    --
    "The hottest places in Hell are reserved for those who, in times of moral crisis, preserved their neutrality." -Dante
  43. Such a huge waste by Anonymous Coward · · Score: 0

    This makes me angry on so many levels...

    First of all, appropriating Shakespeare as the vehicle for your game, and he wasn't focusing on getting the story to work? What's the matter with him!

    Second of all, his focus was on virtual economies? Why on earth did he pick Shakespeare? So it'd make the grant more palatable? I'm sure all the people trying to get funding for actual games that want to tackle new media translations of traditional works will love him for setting such a...prestigious example.

    So congratulations, Ed. You spent $250,000 in an age when educational funding is on the decline to do what a group of enthusiasts would have accomplished FOR FREE and DONE BETTER. Somebody that actually knew something about game design should have slapped him around right at the beginning when he was pitching this, and set him straight. I mean it could have been amazing. But he totally screwed up.

    Oh, and I'm just DYING to see what Arden II is going to be. Elizabethan England with monsters. Maybe it'll be a Hellgate mod.

  44. Economics by j2crux · · Score: 1

    Believe it or not, but i learned everything i needed to know about (macro|micro)economics from both the Civilization series and OpenTTD. Openttd.org changed the way i look at a lot of prices and investment opportunities.

    --
    j^2
  45. Cool! A Minnie Driver/Anne Hathaway love scene. by Impy+the+Impiuos+Imp · · Score: 1

    > Arden, the World of Shakespeare, funded with a $250,000 MacArthur Foundation grant
    > and developed at Indiana University was supposed to test economic theories by manipulating
    > the rules of the game. There's only one problem. "It's no fun"

    Presumably this wasn't one of their Genius grants...

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  46. modify not create by angrymilkman · · Score: 1

    There are academics like me who just take existing games for their research. My students and I modify games so they become accessible to players with disabilities. See our one button version of halflife2 http://www.helpyouplay.com/gtf.html or our guitar hero for the blind http://www.helpyouplay.com/blind_hero.html

    --
    ...what matters is what you like, not what you are like...
    1. Re:modify not create by malbosher · · Score: 1

      thanks for your work.

  47. Five Words by Anonymous Coward · · Score: 0

    The Typing of the Dead.

    Don't tell me academic games aren't fun.

  48. Academic Games by Anonymous Coward · · Score: 0

    I've had more fun learning about female anatomy playing h-games than I ever did in sex ed. What do you mean those aren't academic games?

  49. More practice, less theory, professor. by asterion · · Score: 0

    Bad idea to mod an existing game. Better to use Unity or Torque, Blender for modelling and animation. You don't need monsters and puzzles, you need CONTENT. I have no karma, so I'll link to my own game dev blog. Give me 250k, I could build an immersive 3D multiplayer shakespeare world that plays right in your browser. Academics are rightly intrigued by the possibilities of virtual worlds, but need to realize that it's much harder to develop that kind of content. No surprise that this guy couldn't do it, but it CAN be done by skilled individuals rather than armies of specialists.

  50. academics and polished apps by Anonymous Coward · · Score: 0

    it was my lot a couple years ago to be the primary developer of a Shared Collaborative Virtual Environment at a major US university, and frankly what passed for excellent and ground-breaking in that context was something i was embarassed to have my name associated with, coming from the private sector. academia seems to fundamentally not get it. in my case i blame unrealistic budgets, a beaurocratic devotion to academically-pedigreed technologies over the best of breed, which was engendered by the academic grant system, and a complete absence of anything resembling project managers.

  51. what about casual gamers by vuffi_raa · · Score: 1

    You need puzzles and monsters," he says, "or people won't want to play ... what about second life, the sims, etc.- there are a lot of people that are not hardcore gamers that play these social-type games and there are more hardcore games than non-hardcore gamers in the world
  52. Virtual worlds for education: coming soon by Tripp888 · · Score: 1

    Whatever criticisms you may have of Castronova's Arden I and Arden II projects, you'd be silly to think he's not on the right track. The power of an interactive, stimulating medium like virtual worlds (aka, 3D digital worlds) as a tool for learning doesn't need to be proved since it's already being used. From the US Army to flight training to medical education, it's happening. -Bringing this medium that to "digital native" kids is a no-brainer; it WILL be done. It's just a question of how and when. We believe it should be done in a way that makes it free to everyone to create content and use the content that others create. Please see our ideas for doing this at the New Nexus project here: http://newnexus.org./

    --
    Read more about our project to get a tool kit to make virtual worlds made at http://newnexus.org